예제 #1
0
    void GelDropdownChange()
    {
        GelColorData selectedGelColor = gelColorsList.gelColors[gelColorDropdown.value];

        lightColorR.value = selectedGelColor.colorR / 255;
        lightColorG.value = selectedGelColor.colorG / 255;
        lightColorB.value = selectedGelColor.colorB / 255;
        ValueChangeCheck();
    }
예제 #2
0
    public void ImportData(string filename)
    {
        string filePath          = Path.Combine(Application.streamingAssetsPath, filename);
        string captureDataImport = File.ReadAllText(filePath);

        captureData = JsonConvert.DeserializeObject <CaptureExportData>(captureDataImport);

        int i = 1;

        channels = new SortedDictionary <int, Channel>();

        // Fixing instantiation order
        if (lightManager.lightIds == null)
        {
            lightManager.lightIds = new Dictionary <int, GameObject>();
        }

        foreach (ImportLight importLight in captureData.importLights)
        {
            importLight.id = i;
            Vector3    importPos = new Vector3(-importLight.posX, importLight.posY, importLight.posZ);
            GameObject newLight  = (GameObject)Instantiate(lightPrefab, importPos, Quaternion.identity);
            newLight.name               = "Light " + i;
            newLight.transform.parent   = lightsParent.transform;
            newLight.transform.rotation = Quaternion.Euler(importLight.focusTilt, importLight.focusPan, 0f);

            Light lightComponent = newLight.GetComponentInChildren <Light>();

            CaptureData data = newLight.GetComponent <CaptureData>();
            data.id          = importLight.id;
            data.fixture     = importLight.fixture;
            data.optics      = importLight.optics;
            data.wattage     = importLight.wattage;
            data.unit        = importLight.unit;
            data.circuit     = importLight.circuit;
            data.channel     = importLight.channel;
            data.patch       = importLight.patch;
            data.dmxmode     = importLight.dmxmode;
            data.dmxchannels = importLight.dmxchannels;
            data.layer       = importLight.layer;
            data.focus       = importLight.focus;
            data.filters     = importLight.filters;
            data.gobos       = importLight.gobos;
            data.accessories = importLight.accessories;
            data.note        = importLight.note;
            data.weight      = importLight.weight;
            data.posX        = importLight.posX;
            data.posY        = importLight.posY;
            data.posZ        = importLight.posZ;
            data.focusPan    = importLight.focusPan;
            if (data.focusPan < 0)
            {
                data.focusPan += 360;                       // Keep Pan in the positive coordinate system, without needing to affect Capture export data
            }
            data.focusTilt = importLight.focusTilt;

            data.importLight = importLight;

            // Process filters, or use previously stored RGB
            if ((importLight.colorR > 0) || (importLight.colorG > 0) || (importLight.colorB > 0))       // If we have previously saved color data (overriding filter values)

            {
                data.colorR = importLight.colorR;
                data.colorG = importLight.colorG;
                data.colorB = importLight.colorB;

                lightComponent.color = new Color(importLight.colorR / 255f, importLight.colorG / 255f, importLight.colorB / 255f);
            }
            else                                                                                        // If not, process filters array, if there is one
            {
                string[] filters = data.filters.Split(',');
                //Debug.Log("Light #" + data.id + " has " + filters.Length + " filters.");
                if (filters.Length > 1)
                {
                    List <float> colorsR = new List <float>();
                    List <float> colorsG = new List <float>();
                    List <float> colorsB = new List <float>();
                    foreach (string filter in filters)
                    {
                        string trimmedFilter = filter.Trim();
                        if (gameManager.gelColorsDictionary.ContainsKey(trimmedFilter))
                        {
                            colorsR.Add(gameManager.gelColorsDictionary[trimmedFilter].colorR);
                            colorsG.Add(gameManager.gelColorsDictionary[trimmedFilter].colorG);
                            colorsB.Add(gameManager.gelColorsDictionary[trimmedFilter].colorB);
                            //Debug.Log("Result: [" + filter + "]");
                        }
                    }

                    float tempColorR = colorsR[0];
                    float tempColorG = colorsG[0];
                    float tempColorB = colorsB[0];
                    for (int j = 1; j < colorsR.Count; j++)
                    {
                        tempColorR = (tempColorR * colorsR[j]) / 255f;
                        tempColorG = (tempColorG * colorsG[j]) / 255f;
                        tempColorB = (tempColorB * colorsB[j]) / 255f;
                    }

                    //Debug.Log("Final Color Values// R:" + tempColorR + " / G:" + tempColorG + " / B:" + tempColorB);
                    data.colorR          = Mathf.Round(tempColorR);
                    data.colorG          = Mathf.Round(tempColorG);
                    data.colorB          = Mathf.Round(tempColorB);
                    lightComponent.color = new Color(tempColorR / 255f, tempColorG / 255f, tempColorB / 255f);
                }
                else
                {
                    if (filters[0] == "")
                    {
                        lightComponent.color = Color.white;
                        data.colorR          = 255;
                        data.colorG          = 255;
                        data.colorB          = 255;
                    }
                    else
                    {
                        if (gameManager.gelColorsDictionary.ContainsKey(filters[0]))
                        {
                            GelColorData gel = gameManager.gelColorsDictionary[filters[0]];
                            lightComponent.color = new Color(gel.colorR / 255f, gel.colorG / 255f, gel.colorB / 255f);
                            data.colorR          = gel.colorR;
                            data.colorG          = gel.colorG;
                            data.colorB          = gel.colorB;
                        }
                        else
                        {
                            lightComponent.color = Color.white;
                            data.colorR          = 255;
                            data.colorG          = 255;
                            data.colorB          = 255;
                        }
                    }
                }

                // Process gobos
                if (data.gobos != null)
                {
                    string[] gobos = data.gobos.Split(',');
                    //Debug.Log("Light #" + data.id + " has " + gobos.Length + " gobos.");
                    if (gobos.Length > 1)
                    {
                        data.gobos = gobos[0];  // Cannot stack Cookies in Unity, so use only the first
                        // If we do need to combine these, a texture combination script exists in TextureTest, although these will likely not be processed as cookies properly
                    }

                    lightComponent.cookie = Resources.Load("Gobos/" + data.gobos) as Texture;
                }
            }

            lightManager.AddToLights(data.id, newLight);

            //LightCues lightCues = newLight.GetComponent<LightCues>();
            //lightsWithCues.Add(lightCues);

            // Replacing LightsWithCues with this, as the old cues paradigm is getting replaced
            LightFixture lightFixture = newLight.GetComponent <LightFixture>();
            lightFixture.SetColor();
            lightFixtures.Add(lightFixture);

            AddToChannel(importLight.channel, importLight.id);

            // TODO: Rethink the light component's range element -- for now, adjust range at load time, and readjust when moving it (see PanelLightSelected)
            // Set range to distance from origin, which seems like a reasonable universal value
            lightFixture.spotlight.range = Vector3.Distance(lightFixture.transform.position, new Vector3(13f, 0, 13f));  // Adjust for center stage
            if (lightFixture.spotlight.range < 40f)
            {
                lightFixture.spotlight.range = 40f;
            }

            i++;
        }

        foreach (KeyValuePair <int, Channel> entry in channels)
        {
            GameObject newButton = (GameObject)Instantiate(uiButtonChannel, uiChannelsList);
            newButton.name = "Channel " + entry.Key.ToString();
            newButton.GetComponent <UIButtonChannel>().label.text = "Channel " + entry.Key.ToString();
            newButton.GetComponent <UIButtonChannel>().channelId  = entry.Key;
        }
    }